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 Post subject: Re: MK11Hook
 Post Posted: Sun May 09, 2021 9:48 am 
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Joined: Tue Apr 23, 2019 5:43 pm
Posts: 25
About that some 60fps stuff not working properly...
It's what I wrote about in 1a and 1b, but I guess we can't do anything about it.
It's so cool that you are back with modding MK11 @ermaccer :)
Great job with the update.


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 Post subject: Re: MK11Hook
 Post Posted: Sat May 29, 2021 1:47 pm 
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Posts: 25
Hello @ermaccer :)

Here are some more suggestions for potential features in the future in MK11Hook:

1) Could you look at stages from older games projected in Retrocade? Could there be a way to swap them with different stages from the arcade games? Looks like they are taken directly from the original game roms with screen overlay put on top. Or maybe just add new classic stages and their music to the projector rotation? (like Warrior Shrine from MK1, Wasteland from MK2, Streets from MK3, Waterfront or Kahn's Fortress from UMK3 and so on).

2) Here's something interesting
https://youtu.be/UlJG5uIjLxw
Could it be possible to use towers of time consumables (assists) in offline play? For example, if you could select from your mod menu list up to 2 or 3 modifiers/assists before the fight and set them to the active status (selecting as active for first player, second player or for both)....it would work similarly to Kustom Kombat from MKX and would be very fun (something like that https://www.youtube.com/watch?v=drHPWVCD63Q&t=69s).
Like now, you can swap characters and stages on the select screen before a fight using your mod. Imagine doing the same but with enabling different modifiers. It could also work in MK9 and MKX also, but it's not necessary in those games since they already have Test your Luck and other offline modes.

Implementing this feature in MK11 would make it much more fun.


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 Post subject: Re: MK11Hook
 Post Posted: Thu Jun 03, 2021 1:17 pm 
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Joined: Fri May 06, 2016 12:00 pm
Posts: 45
AkaD wrote:
Hello @ermaccer :)

Here are some more suggestions for potential features in the future in MK11Hook:

1) Could you look at stages from older games projected in Retrocade? Could there be a way to swap them with different stages from the arcade games? Looks like they are taken directly from the original game roms with screen overlay put on top. Or maybe just add new classic stages and their music to the projector rotation? (like Warrior Shrine from MK1, Wasteland from MK2, Streets from MK3, Waterfront or Kahn's Fortress from UMK3 and so on).

2) Here's something interesting
https://youtu.be/UlJG5uIjLxw
Could it be possible to use towers of time consumables (assists) in offline play? For example, if you could select from your mod menu list up to 2 or 3 modifiers/assists before the fight and set them to the active status (selecting as active for first player, second player or for both)....it would work similarly to Kustom Kombat from MKX and would be very fun (something like that https://www.youtube.com/watch?v=drHPWVCD63Q&t=69s).
Like now, you can swap characters and stages on the select screen before a fight using your mod. Imagine doing the same but with enabling different modifiers. It could also work in MK9 and MKX also, but it's not necessary in those games since they already have Test your Luck and other offline modes.

Implementing this feature in MK11 would make it much more fun.


1 is purely data files.
2 requires a way to load script and/or execute files somehow.

Update!
- Added an option to make all abilities 1 slot
It is a ini option, making this toggleable runtime would be messy.
- Menu key option in .ini actually works now

https://github.com/ermaccer/MK11Hook/releases/


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File comment: 2 abilities that take 2 slots with one 1 slot
preview.jpg
preview.jpg [ 109.03 KiB | Viewed 148 times ]
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 Post subject: Re: MK11Hook
 Post Posted: Mon Jun 14, 2021 4:51 am 
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Joined: Mon Jun 14, 2021 4:01 am
Posts: 1
Bro It Shows That It Can Be Only Used By Steam Executable And It Dosent Want DX12 Executable so bro please help me bro


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File comment: please see this photo
Screenshot (71).png
Screenshot (71).png [ 95.3 KiB | Viewed 74 times ]
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 Post subject: Re: MK11Hook
 Post Posted: Mon Jun 14, 2021 5:11 am 
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Joined: Sat Sep 19, 2020 4:16 pm
Posts: 6
Is there any way to disable modifiers in MK11 Towers of Time? Modifiers disrupt the game experience. Could include this option in MK11Hook if possible


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